DrFruityLoops
DrFruityLoops
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- DrFruityLoops
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@gtVel said:
You are removing two of the most functionally enjoyable and balanced addons for a killer by nerfing engravings in the way you are.
Engravings trade utility, for lethality. And a sharp increase in skill requirement per engraving added.
It is INCREDIBLY easy to counter as well, purely just by predropping and breaking for distance nonstop.
It's taken me roughly 4500 hours with double engravings ALONE to tell you, they do NOT need to be nerfed. Despite having all this time and experience, I can tell you, billy is STILL weak with them. It's why I enjoy billy, it's a challenge to win with a mechanically high skill ceiling character that's at a disadvantage. I regularily play with no slowdown, or occasionally just agitation and shadowborn and only queue lery's because I LOVE the unfair challenge. The overheat changes make no difference either, because overheat is only an issue against players BETTER than you, (until you reach extremely high skill levels). I understand overheat and it's impact VERY well, and it only becomes an issue if you're not aware of how to manage it, and it's a very basic skill to learn.
If you make those changes and nerf engravings, you neuter this killer to a place of irrelevance, and no overheat changes fix that. There is a cult following of double engraving players that has been bleeded out slowly by every billy change that's been made, ESPECIALLY over the past few years. I'd fairly confidently say i'm one of, if not the MOST experienced billy player, and I'm genuinely considering quitting this killer over the changes. And it doesn't stem from a place of bias for wanting a strong killer, I don't care about winning in the first place. It's purely from enjoyment of developing a mechanical movement skill because it's an incredibly unique, incredibly difficult, and incredibly satisfying skill. The high sensitivity inherently makes billy a high skill muscle memory challenge by design, similar to aiming, and removing the skill ceiling and potential range is just antithetical to what actually makes billy punishing! Remember, the faster you're moving, the more challenging that initial turn sensitivity is. That fast movement speed is EVERYTHING that matters, and inherently balances itself with the wind up/cooldown times of the chainsaw on TOP of the mechanical complexity.
That doesn't even get into the VERY intimate and frequently changing knowledge you have to develop about timings, every potential angle of exit of a loop, and which one is most likely by the skill assessment you've built of the player you're chasing, literal update-to-update environment hitbox changes, and other weird idiosyncrasies billy's chainsaw has. Overheat being added to the game was just salt in the wound.
Billy is HARD. That is FINE. There needs to be something like this in the game, because no other killer comes close. He's already on a knife's edge of being unusable and I say that with again, 4500 hours. Let's talk about making him better in a healthy way to serve his strengths in fun, or at least leaving him as is until he can be addressed in a healthier manner.
Please Behavior, reach out to me and talk. I don't want to see what makes me passionate about this game fully die.
if bhvr won't listen to vel, then billy is just gone, literally THE billy guy as of late since most other billy mains quit the game or went to main someone who doesn't get 50 nerfs a day (over exaggeration obviously).
please dear god let billy have something that doesn't relate to zoning
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@Mandy said:
It definitely still works, I've used it myself. In that clip that you've put there, you are too far away when the pallet is dropped so the killer is out of stun range.
So Mandy, wanna issue a apology about your inability to understand how you failed to see what was wrong here? since bhvr fixed it today
"Fixed an issue that caused the Power Struggle perk not to reliably stun the killer since the same side pallet stuns were removed."
:)
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2492168#Comment_2492168
The pallet being 50% of the way down (roughly) is how pallet stuns have worked for many years - that's not new. It's why you get a lot of survivors complaining they get hit through a pallet. there was a time when the stun happened at the start of the animation, but as I said, that was many years ago.
dont ignore the fact it was most definitely still in range as I showed you with even dumber pallet stuns with the same ping, the 50% ######### just has no merit here
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@Mandy said:
It definitely still works, I've used it myself. In that clip that you've put there, you are too far away when the pallet is dropped so the killer is out of stun range.
so im just gonna add more pallet stuns that are clearly in a much further range than that ghostface was, and if you wanna dispute that. This is the same ping and same condition spamming spacebar at the right time to abuse the pallet stun window bc how huge it is. Bc I truly do not believe that you know just how big that stun window is
Watch and share Yes Pallet Stun Range Is Dumb GIFs on Gfycat -
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2492058#Comment_2492058
Because a pallet stun occurs when the pallet is roughly 50% of the way dropped, the stun does not start on the initial drop.
In the video linked there, by the time the pallet was in the 50% position - the killer was well away. If you notice when the pick up happens, the survivor is already at the end of the stun range.
that has literally never been how pallet stuns have worked, and it is funny how this after reverse pallet stuns are fixed, this is the only time ive seen this problem not once but thrice, dont you make up such bullshit reasons with the "50%" he got pushed forward by it that is still in the stun range, there is literally noway to pull a survivor with power struggle out of a pallet especially in the position that ghostface was, it sure as ######### has a stun window that reaches beyond that.
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@Mandy said:
It definitely still works, I've used it myself. In that clip that you've put there, you are too far away when the pallet is dropped so the killer is out of stun range.
I was most definitely not, it literally pushed him forward. I fail to see how a pallet PUSHING HIM FORWARD is out of range
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2292024#Comment_2292024
Yeah he does, especially since he has to hit survivors 3 times with it to down them, all while they keep getting speed boost. Literally just hold W against him and predrop every pallet and oh look all the gens got done in 3 minutes because he has no map pressure. Pretty good job so far.
you know what is the best part of this, that ppl here miss the point that no where in this have I said I enjoy going against killers with the counterplay of holding W it is the most boring ######### in this game that requires no skill.
if they remove the lingering hitbox make his wind up take either .50 seconds or .75 seconds then they can remove the speedboost from the infection but as it is right now the lingering hitboxs doesnt work to be excused by "well he has to hit ppl 3 times"
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2291877#Comment_2291877
The dude readies the tentacle with animation, makes a sound queue and has a delay... what more do you need, a big red sign with flashing neon strobes?
what delay it is literally 0.35 seconds lmao slinger already has 0.15 which is impossible to reach to unless you are some mega gamer now add desync to that and well it is impossible same with Nem plus he can just wait for a animation lock making it even more worthless to try and loop.
but I guess we enjoy holding W and doing gens only to counter killers
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@danielmaster87 said:
Because he needed something.
He needed something? so he needs 0.35 second wind up time on the whip, 1.25 second cooldown after canceling it, being 4.6m/s killer. Yeah he has a lot going for him and this linger hitbox is not needed
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@Zozzy said:
Why does nemesis have a tiny hitbox?
yeah it isnt rly tiny if you just strafe as I showed in the clip and for being 0.35 seconds and no visual indication like PHead it should remain small
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Is MoM getting nerfed? I feel as if it should bc it lays in the same area as old DS where it gives people a positive for something that should be negative and the only way to counter it in a good way is to tunnel your obsession down but is this really how we need to deal with the perk?